CN116796521B - Water surface combat crowd combat simulation method and device, electronic equipment and storage medium - Google Patents

Water surface combat crowd combat simulation method and device, electronic equipment and storage medium Download PDF

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CN116796521B
CN116796521B CN202310651273.1A CN202310651273A CN116796521B CN 116796521 B CN116796521 B CN 116796521B CN 202310651273 A CN202310651273 A CN 202310651273A CN 116796521 B CN116796521 B CN 116796521B
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equipment
simulated
striking
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combat
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CN116796521A (en
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李际超
龚常
方淇
曹嘉平
钱立炜
许凯
杨克巍
姜江
曾俊杰
徐浩添
胡越
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National University of Defense Technology
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Abstract

The invention provides a water surface combat group combat simulation method, a device, electronic equipment and a storage medium, comprising the following steps: patrol is carried out on the simulated warship team in the target sea area according to a preset track; when the distance between the simulated warship team and the hit object is detected to meet the battle distance, acquiring entity physical and entity behaviors of the simulated warship team; determining information interaction of the simulated warship team according to entity physics and entity behaviors; determining command decisions of the simulated warships according to physical entity, physical behaviors and information interaction; and acquiring simulation data generated by the simulated warfare during the fight, and evaluating the fight efficiency of the fight group according to the simulation data. The beneficial effects of the invention are as follows: the reality of the simulation of the water surface combat group is improved, the information interaction and the striking simulation of different ships are completed by configuring different physical entities, physical behaviors and equipment, and the expansibility and the universality of the simulation of the water surface combat group in different scenes are improved.

Description

Water surface combat crowd combat simulation method and device, electronic equipment and storage medium
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method and an apparatus for simulating a water surface combat group combat, an electronic device, and a storage medium.
Background
Complexity is an inherent property of warfare and fully understanding and exploiting the complexity of warfare is an important means of winning. Compared with the prior art, modern warfare is more focused on systematic countermeasures rather than single countermeasures, the complexity is greatly increased, and the efficiency of grasping the operation principle of a complex system is greatly reduced through the discussion of the traditional tactical law. The existing simulation platform and game mainly aim at developing research on a certain single link of the whole simulation flow, take the whole flow of the battle into consideration less, and lack systematic process analysis considering the whole flow. And the existing commercial simulation platform also lacks further expansion and free design for users.
Disclosure of Invention
The embodiment of the invention mainly aims to provide a water surface combat simulation method, a device, electronic equipment and a storage medium, which improve the authenticity of the water surface combat simulation and the expansibility of the water surface combat simulation.
One aspect of the present invention provides a water surface combat group combat simulation method, including:
patrol is carried out on the simulated warship team in the target sea area according to a preset track;
when the distance between the simulated warfare and the hit object is detected to meet the battle distance, acquiring entity physics and entity behaviors of the simulated warfare, wherein the entity physics is used for representing three-dimensional environments and equipment, and the entity behaviors are used for representing the environmental behaviors and equipment behaviors;
Determining information interaction of the simulated warship team according to the entity physics and the entity behaviors, wherein the information interaction is used for representing striking interaction of the equipment;
determining a command decision of the simulated warfare according to the entity physics, the entity behaviors and the information interaction, wherein the command decision comprises at least one of an information accumulation process, strong and weak situation awareness judgment and tactical rules;
and acquiring simulation data generated by the simulation warfare during fight, and evaluating the fight group fight efficiency according to the simulation data.
According to the water surface combat crowd combat simulation method, the simulated warheads patrol according to a preset track in a target sea area, and the method comprises the following steps:
the simulated warships are sailed by adopting a Z-shaped track, wherein the Z-shaped track comprises straight line sailing and round corner steering;
the track equation of the straight line navigation is
The track equation of the round angle steering is
Wherein t is the navigation time, t 1 Is straight line sailing time, t 2 The steering navigation time of the fillet is alpha is the initial course deflection angle, beta is the course deflection angle, and v is the whole course navigation speedX and x 0 Respectively, the coordinates on the x-axis and the initial x-axis coordinates, y and y 0 The coordinate on the y axis and the initial y axis coordinate are respectively, and R is the radius of the fillet steering;
the simulated warheads comprise a plurality of simulated warships, and each simulated warship is simulated in an intelligent body mode.
The water surface combat crowd combat simulation method according to the present invention, wherein the entity actions further include processing a target allocation action of each ship in the simulated fleet, including:
constructing a matrix capable of being hit according to the maximum hitting distance of the equipment and the distance between the equipment and a hitting target, wherein the formula of the matrix capable of being hit is as follows
Wherein reactable is the beatable matrix, attackRange (E i ) For the maximum striking distance E i For the equipment, T j For the striking target, distance (E i ,T j ) For the distance of the equipment from the striking target, 1 means striking the striking target, and 0 means not striking the striking target;
determining a striking efficiency matrix of the striking target according to the ammunition type of the equipment and the distance from the striking target, wherein the formula of the striking efficiency matrix is as follows
Wherein, for Value, the striking efficiency matrix, w 1 Weight coefficient for target distance factor, w 2 As the weight coefficient of the target value factor, maxDISTInit is the maximum distance between the equipment and the hit target in the initial state, targetValue is the inherent value of the hit target, shootRate is the hit probability of the equipment to the hit target, damage is the damage value of single ammunition of the equipment to the hit target, he alth is the endurance value of the striking target;
according to the striking matrix and the striking efficiency matrix, carrying out distribution of the striking targets by adopting a greedy strategy to obtain a striking sequence matrix, wherein each matrix element in the striking sequence matrix is used for representing the priority of implementing striking combination;
and carrying out custom setting on the physical physics and the physical behavior of the simulated warship team according to simulation.
According to the water surface combat group combat simulation method, wherein the information accumulation process comprises information accumulation of a single piece of equipment and information accumulation of all pieces of equipment of the simulated warfare;
the information accumulation of the individual equipment includes the information acquisition amount I k Information acquisition efficiency i k Wherein the information acquisition amount formula is
I k =∫ t i k dt,I k ∈[0,1],
Wherein the formula of the information acquisition efficiency is as follows
Wherein radarToMe k To detect the radar number of the hit object, the radar is closed k For the closest distance of the equipment to the equipment of the hit target, λ is the efficiency coefficient, t is the voyage time, k is the individual equipment;
information accumulation I for all of the equipment all The formula of (2) is
Where n is the number of all of the equipment of the simulated fleet.
According to the water surface combat crowd combat fight simulation method, the strong and weak situation perception judgment comprises the following steps:
According to the information accumulation of all the equipment, determining the maneuvering capability mobComp (t), reconnaissance capability scoComp (t) and attack and defense capability odfComp (t) of the simulated warhead and the hit object;
and determining the situation awareness judgment capComp (t) of the strength of the simulated fleet and the hit object according to the maneuverability, the reconnaissance capacity and the attack and defense capacity.
The water surface combat group combat simulation method comprises the following steps:
constructing a triple capComp (t) = < mobComp (t), scoComp (t), odfComp (t) >, of the maneuverability, the reconnaissance capability and the attack and defense capability according to the strength of the simulated warhead and the hit object;
and sending array and tactical formulation instructions to all the equipment according to a rule base according to the value of the CapComp (t) for judging the strong and weak situation awareness, wherein the rule base is used for storing tactical formulation of the simulated warhead and the hit object in different strong and weak situation awareness judgment.
The water surface combat crowd combat fight simulation method, wherein the simulated data generated by the simulated warheads during combat are collected, and the combat crowd combat effectiveness is evaluated according to the simulated data, comprises the following steps:
Determining the maneuverability of the simulated fleet according to the minimum value of the navigational speed of the equipment, the formula is that
maneuver fleet =min{maneuver 1 ,...,maneuver n };
Wherein, maneuver fleet Representing the mobility of the simulated fleet i Representing the mobility of the i-th piece of equipment;
determining the scout capacity of the simulated fleet based on a maximum scout area and a maximum scout quality of the rig, the scout capacity determined by a weighted sum of the maximum scout area and the maximum scout quality
Wherein, reconnaissance fleet Representing the reconnaissance capability, w, of the simulated fleet 3 、w 4 Representing weights of the maximum scout area and the maximum scout quality in the scout capability calculation of the simulated fleet, respectively ij Scout range, searchAccu, co-formed for own ith equipment and own jth equipment i For the reconnaissance quality of the equipment of the ith item, the calculation formula of the reconnaissance range is as follows
searchRange ij =distance(e i ,e j )+range i +range j
Wherein distance (e i ,e j ) Representing the linear distance between the equipment of the ith piece and the equipment of the jth piece, range i And range j Respectively representing the reconnaissance radius of the ith equipment and the jth equipment, wherein the reconnaissance range of a single equipment is a standard circle, and the reconnaissance ranges of two or more equipment are overlapped by the reconnaissance ranges of all the equipment;
Determining attack capability according to hit rate, damage, range and maximum bomb capacity of the equipment, determining defending capability according to durability of the equipment and maximum bomb capacity of an air defense missile, determining the attack and defending capability of the simulated warship according to the sum of attack capability and defending capability of all the equipment, wherein a calculation formula of the attack and defending capability is as follows
offAndDef fleet =sum{offAndDef 1 ,…,offAndDef n };
Wherein, maneuver fleet The method simulates the maneuverability of the warship team, reconnaissancer fleet Representing the reconnaissance capability of the simulated fleet, searchRange ij Representing the maximum reconnaissance range of the simulated fleet of vessels, offAndDef fleet Representing the attack and defense capability, w, of the simulated warship team 3 Weight coefficient for maximum reconnaissance area factor, w 4 The weight coefficient is the largest reconnaissance quality factor.
The embodiment of the invention also comprises a water surface combat group combat simulation device, which comprises:
the patrol module is used for enabling the simulated warship to patrol in the target sea area according to the preset track;
the entity behavior module is used for acquiring entity physics and entity behaviors of the simulated warfare when the distance between the simulated warfare and the hit object is detected to meet the engagement distance, wherein the entity physics is used for representing three-dimensional environment and equipment, and the entity behaviors are used for representing environment behaviors and equipment behaviors;
The information interaction module is used for determining information interaction of the simulated warships according to the entity physics and the entity behaviors, and the information interaction is used for representing striking interaction of the equipment;
the command decision module is used for determining a command decision of the simulated warship according to the physical entity, the physical entity behaviors and the information interaction, wherein the command decision comprises at least one of an information accumulation process, a strong and weak situation awareness judgment and a tactical rule;
and the efficiency evaluation module is used for collecting the simulation data generated by the simulation warfare during the fight and evaluating the fight efficiency of the fight group according to the simulation data.
Embodiments of the present invention also disclose a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The computer instructions may be read from a computer-readable storage medium by a processor of a computer device, and executed by the processor, cause the computer device to perform the method described previously.
The beneficial effects of the invention are as follows: the reality of the simulation of the water surface combat group is improved through the naval vessel formation matrix design, naval vessel track setting, attack target distribution and combat decision rule base, and the expansibility and the universality of the water surface combat group simulation in different scenes are improved through the configuration of different entity physics, entity behaviors and equipment to complete the information interaction and the strike simulation of different naval vessels.
Additional aspects and advantages of the invention will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention.
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The foregoing and/or additional aspects and advantages of the invention will become apparent and may be better understood from the following description of embodiments taken in conjunction with the accompanying drawings in which:
fig. 1 is a flow chart of a method for simulating water surface combat crowd combat operations according to an embodiment of the present invention.
Fig. 2 is a schematic view of a vessel navigation trajectory according to an embodiment of the present invention.
FIG. 3 is a schematic diagram of a target allocation flow according to an embodiment of the present invention.
Fig. 4a is a battle situation diagram of a red and blue party homography enemy in an embodiment of the present invention.
Fig. 4b is a battle situation diagram of the weak blue Fang Jiangshi and red aspects of an embodiment of the invention.
Fig. 4c is a diagram of the combat situation of the blue Fang Ruoshi and red predominance of an embodiment of the invention.
FIG. 5 is a schematic diagram of a combat group combat effectiveness evaluation index system according to an embodiment of the present invention.
Fig. 6 is a schematic diagram of the maximum reconnaissance range of an embodiment of the present invention.
Fig. 7 is a schematic diagram of a simulation model system based on a water surface combat group combat simulation method according to an embodiment of the present invention.
Fig. 8 is a schematic diagram of a simulation model system architecture based on a water surface combat group combat simulation according to an embodiment of the present invention.
FIG. 9 is a schematic diagram of the internal workflow of an agent according to an embodiment of the invention.
Fig. 10 is a diagram of a water surface combat group combat simulation analysis device according to an embodiment of the present invention.
Detailed Description
Embodiments of the present invention are described in detail below, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to like or similar elements or elements having like or similar functions throughout. In the following description, suffixes such as "module", "part" or "unit" for representing elements are used only for facilitating the description of the present invention, and have no particular meaning in themselves. Thus, "module," "component," or "unit" may be used in combination. "first", "second", etc. are used for the purpose of distinguishing between technical features only and are not to be construed as indicating or implying relative importance or implicitly indicating the number of technical features indicated or implicitly indicating the precedence of the technical features indicated. In the following description, the continuous reference numerals of the method steps are used for facilitating examination and understanding, and the technical effects achieved by the technical scheme of the invention are not affected by adjusting the implementation sequence among the steps in combination with the overall technical scheme of the invention and the logic relations among the steps. The embodiments described below by referring to the drawings are illustrative only and are not to be construed as limiting the invention.
Referring to fig. 1, fig. 1 is a schematic flow chart of a method for simulating a water surface combat group combat battle. Including but not limited to steps S100-S600:
s100, patrol is carried out on the simulated warheads in the target sea area according to the preset track.
It can be understood that the simulated fleet of the present invention includes a fleet of a plurality of vessels that form an hostile relationship with the hit object, and when the engagement distance is satisfied, the engagement simulation is performed.
It should be noted that, in this embodiment, the simulated warship team is used as the simulation object, and in practical application, the same simulation (for example, lan Fanggong) is performed on the hit object, so as to realize the reality of the scene.
In some embodiments, two water surface battles are subjected to an encounter. Before encountering, two water surface hit groups perform patrol search tasks on the water surface. Normally, in order to ensure good search results and avoid possible submarines being buried, a zigzag route is used for patrol. Red blue Fang Qijian is taken as a remote air defense unit, another remote air defense ship is taken as a flagship screen guard, and the other four ships are responsible for middle-range air defense and ship-reversing tasks. In order to obtain a better protection effect on the flagship and prevent the air and underwater striking, a Z-shaped route is adopted in the searching stage. In order to obtain a more omnidirectional reconnaissance detection range, an annular array is adopted in a normal patrol stage of the warship team.
Referring to the action track schematic diagram of ship patrol shown in fig. 2, namely, in the search patrol stage, the ships and warships of both sides navigate in a zigzag track, in actual situations, the ships and warships do not turn abruptly, but gradually turn along a section of circular arc. Thus, on the basis of the zigzag track, the embodiment of the invention is described by dividing the track into two sections of straight-line travel and rounded-corner steering, and the straight-line section AB (time t 1 ) Point B round angle steering around point O (time t 2 ) For example, the track equation is established as follows:
when t is E [0, t 1 ]When the ship sails at a constant speed along a straight line in the direction of alpha angle with the north direction, the sailing speed v; when t is E [ t ] 1 ,t 1 +t 2 ) During the steering process, the ship track is a section of arc, and the circle center coordinate corresponding to the arc is (x) 0 +v·t 1 ·sinα+R·cosα,y 0 +v·t 1 Cos α -R.sin α), radius R, central angle β, and the meaning of the variables are referred to in Table 1.
Table 1 naval vessel navigation related variable table
And S200, when the distance between the simulated warship team and the hit object is detected to meet the battle distance, acquiring entity physics and entity behaviors of the simulated warship team, wherein the entity physics is used for representing three-dimensional environment and equipment, and the entity behaviors are used for representing environment behaviors and equipment behaviors.
The entity behaviors mainly comprise various entity behaviors involved in the full process of sea warfare and are mainly divided into: environmental behavior, equipment behavior, etc. The environmental behavior mainly refers to the behavior of the environment affecting the entity, such as environmental topography, environmental electromagnetism, environmental weather, etc. The equipment behavior is various combat actions which are required to be executed by the equipment in the combat process, such as cruising behavior, reconnaissance behavior, fire striking and the like.
It can be understood that, in the engagement policy ring, the embodiment is used for showing how to use ammunition carried by own equipment to strike the target with higher efficiency, namely, how to make the target distribution of ammunition, and building the ship behavior simulation and simulation, namely, realizing the target distribution behavior.
In some embodiments, reference is made to a target allocation flow diagram as shown in FIG. 3, which includes, but is not limited to, steps S210-S230:
s210, constructing a beatable matrix according to the maximum hitting distance of the equipment and the distance between the equipment and a hitting target.
In some embodiments, the inputs are equipment E i Is the maximum striking distance atackrange (E i ) Equipment E i With target T j Distance between (E) i ,T j ). When the distance between the equipment and the target does not exceed the maximum striking distance of the equipment, the equipment can strike the target; otherwise, the equipment cannot strike the target. Accordingly, a beatable matrix reach is constructed.
Wherein the reactable is a strikable matrix, attackRange (E i ) For maximum striking distance, E i To be equipped with T j To hit the target, distance (E i ,T j ) For the maximum striking distance and the distance of the equipment from the striking target, 1 indicates that striking is performed on the striking target, and 0 indicates that striking is not performed on the striking target.
S220, determining a striking efficiency matrix of the striking target according to the ammunition type and the distance between the ammunition and the striking target.
Each ammunition has a specific striking efficacy value for each target, consisting of a weighted sum of two parts: the first part considers the distance between equipment and a target, and the closer the distance is, the larger the threat to the red party is, and the larger the effectiveness value of striking the red party is; the second part considers the value based on the target comprehensive capacity, the greater the damage expected value of a single round of ammunition to the target comprehensive capacity, the greater the effectiveness value of the strike. The striking efficiency calculation formula is as follows:
wherein, is a Value striking efficiency matrix, w 1 Weight coefficient for target distance factor, w 2 As the weight coefficient of the target distance factor, maxDistInit is the maximum distance between the equipment and the hit target in the initial state, targetValue is the intrinsic value of the hit target, shoorate is the hit probability of the equipment to the hit target, damage is the damage value of single ammunition of the equipment to the hit target, and health is the endurance value of the hit target.
S230, according to the hitting matrix and the hitting efficiency matrix, a greedy strategy is adopted to execute the assignment of hitting targets, so that a hitting sequence matrix is obtained, and each matrix element in the hitting sequence matrix is used for representing the priority of implementing hitting combination.
And performing target allocation according to a greedy strategy based on the hit matrix and the hit efficiency matrix to obtain a hit sequence matrix order, wherein matrix elements are the implementation priority of hit combinations. On the premise of meeting the battle distance constraint, the ammunition-target strike combination with the highest priority is selected for each strike. After this type of ammunition is exhausted or the target is destroyed, the next "ammunition-target" strike combination is selected according to the strike order table. It will be appreciated that as battlefield situations change, the striking sequence table also changes in real time.
Wherein the relevant variables calculated for the target allocation behavior are referenced in table 2.
TABLE 2 target Allocation behavior dependent variable Table
Exemplary, embodiments of the present invention also provide an example of an algorithm that is related to achieving target allocation behavior, the pseudocode of which is:
s300, determining information interaction of the simulated warships according to physical entity and physical behaviors, wherein the information interaction is used for representing striking interaction of equipment.
In some embodiments, the information interaction is used to physically bind the behavior of the entity with the corresponding entity, so that the entity physically executes the corresponding behavior and displays the corresponding behavior effect.
S400, determining command decisions of the simulated warships according to physical entity, physical behaviors and information interaction, wherein the command decisions comprise at least one of an information accumulation process, strong and weak situation awareness judgment and tactical rules.
In some embodiments, where the information accumulation process is separated into two layers of single equipment and whole equipment groups with red (simulated warheads) knowledge of blue (hit). On the aspect of cognition of single blue equipment, the information quantity is modeled as an integral process of information quantity, and the information acquisition quantity per unit time, namely the information acquisition efficiency, corresponds to the actual battlefield, and is related to the quantity of detection equipment such as a radar, the distance between red and blue equipment and other factors.
Information acquisition amount for blue side single equipment k:
I k =∫ t i k dt,I k ∈[0,1]
information acquisition efficiency for blue party single equipment k:
wherein, radarToMe k In order to detect the red square radar number of target equipment, the method is proportional to the information acquisition efficiency, and is used for closing the detection of the radar number k The nearest distance between the target equipment and the red equipment is inversely proportional to the information acquisition efficiency, and lambda is an efficiency coefficient.
At the level of overall equipment group awareness for the blue party, it is modeled as a mean of individual equipment information volumes for the blue party. Information acquisition condition of blue party overall equipment group:
wherein n is the number of blue square equipment, I k The information acquisition amount for the blue party equipment k.
In some embodiments, after forming a certain cognition to the enemy equipment group, the commander combines the capability condition of the own equipment group to form a judgment of the strong and weak capability of the enemy equipment group. The embodiment of the invention divides equipment group capability into three dimensions of maneuverability, reconnaissance capability and attack and defense capability, and in the three dimensions, the capability of both red and blue has three strong and weak relations ("red Fang Bi blue side weak", "red side and blue side average enemy", "red Fang Bilan side strong"). According to the cognition of the whole blue party equipment group, the red party commander gradually perceives the strong and weak conditions of the capacity of each dimension of the two parties on the battlefield, but the perceived strong and weak conditions are compared. The probability that the red commander intensity situation awareness is consistent with the real intensity situation can be considered to be in direct proportion to the cognition degree of the red party to the blue party overall equipment group, namely I all Proportional to the ratio.
The red party commander recognizes the whole blue party equipment group according to the I all The larger the variable value is, the more the strong and weak situation awareness is close to the real situation, so the strong and weak situation awareness of the design commander is as follows: mobComp(t), scoComp (t), odfComp (t) are the perception of the red commander of the moment t to the strong and weak situations of the mobility, the reconnaissance capability and the attack and defense capability of the red commander of the moment t, taking the perception of the strong and weak situations of the mobility as an example, if mobComp (t) =0 (red Fang Bi blue weak) is the actual situation, then there are:
P(mobComp(t)=0)=I all
for the other two possible cases, it is considered to be equiprobable, namely:
wherein, the values of 0,1 and 2 respectively represent 'red Fang Bi blue square weak', 'red square and blue square average enemy', 'red Fang Bilan square strong'.
In some embodiments, the commander has own perception judgment on the strength of the two parties in three dimensions of the maneuverability, the reconnaissance capability and the attack and defense capability. He will now instruct the red Fang Zhuangbei group with certain tactical rules based on these decisions. Establishing a mathematical model aiming at a perception judgment-tactical decision link, wherein the model is designed as follows:
the judgment of the red commander on the capability strength of three dimensions of the two parties is described as a triplet: capComp (t) = < mobComp (t), scoComp (t), odfComp (t) >, assuming that the tactics adopted by the red party at time t are operation (t), operation (t) ∈operation set= {0,1,2,3}, a rule base may be expressed as (military countermeasure principle interpretation formulated by the tactics rule base is as shown in Table 4):
Wherein, the values of operation (t) are 0,1,2 and 3 respectively as follows: 0 is a withdrawal matrix, 1 is a combat matrix (firing at a relatively short distance), 2 is a combat matrix (entering range, i.e., attack), and 3 is a chase matrix (entering range, i.e., attack). Wherein, the relevant variables of the command decision refer to table 3, the tactical rules refer to table 4, and in table 4, the variables represent any one of 0,1 and 2.
Table 3 Command decision related variable table
TABLE 4 tactical rules form
For example, referring to fig. 4a, fig. 4b, fig. 4c represent different combat situation diagrams in turn, where fig. 4a is a red-blue direction average enemy, fig. 4b is a blue direction weakness and a red direction weakness, and fig. 4c is a blue direction weakness and a red direction weakness. Based on the technical scheme of the embodiment:
(1) Referring to fig. 4a, the attack and defense capacities of the red and blue sides are approximately the same when the enemy is balanced. At this time, the air defense net with the blue square not weaker than the red square in outburst prevention capability is used for striking and eliminating the ship with the weakest capability of the outer blue Fang Fangkong by concentrating firepower, so that the whole air defense strength of the blue square is weakened layer by layer. On the basis, striking is then initiated for the rest ships and flagship in blue;
(2) Referring to fig. 4b, the red party should avoid surging the enemy front at the red party disadvantage. The advantage of large number of air defense missiles is exerted, and the direct countermeasure with the blue main force naval vessel is avoided through active withdrawal. After the anti-ship missile of the blue front guard ship is consumed, the red side should perform saturated striking on the blue front Wei Jianting losing the attack capability so as to greatly weaken the anti-air strength of the blue side and destroy the enemy flagship on the basis;
(3) Referring to fig. 4c, when the red party is in advantage, the red party grabs the fighter and drives into the enemy fleet. The outstanding attack and defense advantages are utilized to actively break through the blue Fang Fangkong fire power, and the outer voyage ship is subjected to rapid attack and fight. After breaking through the enemy air-defense fire power network and rushing into the enemy array, the enemy approaches to use the anti-ship missile and the main gun to perform the fire collecting attack on the enemy flagship.
Based on the simulation results of the above (1) to (3), the following tactics are generated:
(1) Keep the matrix type and shield each other. Among modern ocean combat, the biggest threat of ships comes from a variety of long-range aircraft (anti-ship missiles, precision guided missiles, unmanned aerial vehicles, etc.). Therefore, the naval vessel forms a multi-layer air-defense firepower network consisting of a medium-long-distance air-defense missile, a short-distance air-defense missile and a near-weapon-prevention system for protecting the naval vessel. The plurality of warships form a layer-by-layer interweaved fire power network, so that the survivability of each ship is greatly improved. The single-falling naval vessel loses the protection of the air-defense fire power network of the naval fleet, so that the air-defense fire power with thin potential is tired to cope with the saturated striking from the enemy naval fleet, and is easy to sink by fire collection. Thus, without absolute advantage, the entire fleet should remain array-type collective action.
(2) Threat priority, saturated hit. In the sea warfare scene taking guided weapons (anti-warship missiles and accurate guided weapons) as the leading, in order to break through the air-defense fire power network of the water surface warships interweaving layer by layer, the saturated striking is the main mode of sinking enemy warships. The saturated striking means that the enemy air-defense fire can not intercept all attack weapons by the fire intensity exceeding the maximum air-defense capacity load of the enemy, so that the air-defense fire is broken through to obtain effective striking. In the aspect of hit target selection, a high-threat high-value unit (a main force ship and a flagship) is used as a main target to be hit, so that the fight capability and the threat degree to the my of the enemy warship are greatly weakened in attack and defense capability and command capability.
(3) The zero tap breaks down one by one. In the array design of a fleet, high-value high-threat targets are often protected by a large number of sailing vessels. Unless the warship team has strong primary saturation striking capability, the striking effect on high-value targets is quite limited, a large number of anti-warship weapons can be consumed in the layer-by-layer air defense firepower, and effective burst prevention is difficult. Therefore, when a high-threat high-value target is hard to break by a better defending, the method can start from the edge area of the air-defense firepower network with weak air-defense, and can strike the naval vessels at the edge of the naval team in a saturated manner, and sink in advance, so that the air-defense firepower of the enemy naval team is gradually collapsed layer by layer.
(4) Flexible attack and defense and time trial. Combat is the overall planning and scheduling of time, space, and force. In the sea warfare process, when the strength of the weapon is insufficient to counter, the time and space values should be fully explored and utilized, and the corresponding warfare is achieved by concentrating the local advantages in the specific time and space. In addition, the attack advantage in the battle is not absolutely different, if the whole part of the battle is in a disadvantage, the main advantage is fully exerted, the direct countermeasure is avoided, the attack strategy is flexibly changed, the proper battle array is selected according to the battle field situation, the fighter is actively mastered, and the outstanding battle fruit can be obtained.
S500, collecting simulation data generated by the simulation warfare during the fight, and evaluating the fight group fight efficiency according to the simulation data.
In some embodiments, reference is made to the battle group combat effectiveness assessment metric system schematic of FIG. 5.
Determining the maneuvering capability of the simulated fleet according to the minimum value of the navigational speed of the equipment, wherein the formula is
maneuver fleet =min{maneuver 1 ,...,maneuver n };
In some embodiments, referring to the maximum scout range schematic shown in fig. 6,
determining the maneuvering capability of the simulated fleet according to the minimum value of the navigational speed of the equipment, wherein the formula is
maneuver fleet =min{maneuver 1 ,...,maneuver n };
Wherein, maneuver fleet Representing the mobility of a simulated fleet i Representing the maneuverability of the ith piece of equipment, it will be appreciated that the maneuverability of the simulated fleet corresponds to the speed of the equipment.
Determining the reconnaissance capacity of the simulated fleet according to the maximum reconnaissance area and the maximum reconnaissance quality of the equipment, the reconnaissance capacity being determined by a weighted sum of the maximum reconnaissance area and the maximum reconnaissance quality
Wherein, reconnaissance fleet Representing the reconnaissance capability of the simulated fleet, w 3 、w 4 Respectively representing the weight occupied by the maximum reconnaissance area and the maximum reconnaissance quality in the reconnaissance capability calculation of the simulated warship, and the searchRange ij Scout range, searchAccu, co-formed for own ith equipment and own jth equipment i The calculation formula of the reconnaissance range for the reconnaissance precision of the ith equipment is as follows
searchRange ij =distance(e i ,e j )+range i +range j
Wherein distance (e i ,e j ) Representing the linear distance between the ith and jth pieces of equipment, range i And range j The scout radius of the ith equipment and the jth equipment are respectively represented, the scout range of a single equipment is a standard circle, and the scout ranges of two or more equipment are overlapped by the scout ranges of all the equipment.
Determining attack capability according to hit rate, damage, range and maximum bomb charge of equipment, determining defending capability according to durability of equipment and maximum bomb charge of air-defense missile, determining attack and defending capability of simulated warships according to sum of attack capability and defending capability of all equipment, and calculating formula of attack and defending capability is as follows
offAndDef fleet =sum{offAndDef 1 ,...,offAndDef n };
Wherein, maneuver fleet Simulating the maneuverability of a fleet of ships fleet Representing the reconnaissance ability of an analog fleet, searchRange ij Representing the maximum reconnaissance range of an analog fleet of vessels, offAndDef fleet And the attack and defense capabilities of the simulated warship team are represented.
In some embodiments, referring to the simulation model system based on the water surface combat simulation method shown in fig. 7, corresponding models are built according to different processes to realize the water surface combat model and simulation, which include a physical model, a physical behavior model, an information interaction model, a data management model, an experimental control model and an analysis and evaluation model.
The physical model mainly comprises a battlefield environment model, an equipment physical model and the like, and is used for dynamic display of the three-dimensional model in the simulation process. The battlefield environment model mainly refers to a three-dimensional environment where a fight entity is located in the process of fighting by a warship, and comprises ocean, sea wave, sky and the like. The equipment physical model refers to a three-dimensional model of a fight entity and mainly comprises various main fight equipment of ocean surface warships, such as a main warship physical model, a carrier-protecting physical model, a missile system and a near-defense system model on the main warship physical model and the carrier-protecting physical model.
The entity behavior model mainly comprises various entity behaviors involved in the full process of sea warfare and mainly comprises the following steps: environmental behavior models, equipment behavior models, and the like. The environmental behavior model mainly refers to the behavior of the environment influencing the entity, such as an environmental terrain model, an environmental electromagnetic model, an environmental meteorological model and the like. The equipment behavior model is various combat actions required to be executed in the combat process, such as a cruising behavior model, a reconnaissance behavior model, a fire striking model and the like.
The information interaction model is used for binding the behavior model of the entity with the corresponding physical model of the entity, so that the physical model executes the corresponding behavior model and displays the corresponding behavior effect. Illustratively, if the ship a strikes the ship B through the anti-ship missile, the missile system of the ship a needs to bind a corresponding strike behavior model, and the target of the strike behavior model is bound with the ship B.
The data management model is used for managing custom data and all data possibly generated in the simulation process, and comprises a model description file, a data acquisition model, a data processing model, a data storage model and the like. The model description file further comprises a model parameter file and a model interaction file, and interactions between parameters of different models and models in the simulation are respectively defined.
The experimental control model manages related experiments in the simulation process, such as experimental design models, experimental interaction models and the like. The experimental design model refers to a designed simulation experiment system, and the experimental interaction model realizes command control and auxiliary observation of the model in the simulation experiment process in a man-machine interaction mode.
The analysis and evaluation model is used for simulating and copying after simulation, and covers a performance evaluation model, a situation playback model, a tactical analysis model and the like, so that statistical analysis and quantitative evaluation of simulation results are realized, and a certain data support is provided for decision making.
Based on the simulation model system architecture diagram based on the water surface combat simulation shown in fig. 8, the embodiment of the invention also discloses a simulation system architecture diagram based on the water surface combat group, which is divided into a simulation resource layer, a simulation operation layer, a simulation tool layer, a simulation application framework layer and a simulation application layer from bottom to top.
(1) Simulation resource layer: the layer is the key of the simulation architecture, defines all entities involved in the simulation, and is divided into four parts of a model description file, an interface, an information interaction model and a simulation entity. The model description files are of two types, namely model parameter files and model interaction files. Relevant parameters of the physical model, such as the speed, durability, weapon system and parameters thereof, etc. of a ship of a certain model are described in the model parameter file, and the ship physical model, missile system physical model, etc. with different parameters can be conveniently initialized through the model parameter file. The model interaction file defines a behavior model which a certain entity physical model should have, if the missile system physical model A is set to have the fire striking model B in the model interaction file, the model A and the model B are bound to form a complete missile system entity in the process of initializing simulation resources. By the entity generation mode of separating the model description file from the model, different physical models and behavior models can be reused very conveniently, the physical models and the behavior models from different sources are combined easily through a set of general standards of the model description file, distributed development is realized, and new models are developed easily.
(2) Simulation running layer: the layer is a core of the operation of the simulation platform, and an AnyLogic discrete event simulation engine is multiplexed by adopting AnyLogic software development.
(3) Simulation tool layer: the layer provides all tools based on the research and development of the simulation platform, including model development tools, data management tools, experiment control tools, efficiency evaluation tools, situation visualization tools and the like. The tool layer can assist in carrying out related experiments, researches and analyses in a man-machine interaction mode.
(4) Simulation application framework layer: the layer provides a simulation application framework developed based on the simulation system, such as the ocean surface ship countermeasure simulation framework of the embodiment of the invention, the application expansion can be carried out based on the framework, and certain multiplexing can be carried out among different frameworks.
(5) Simulation application layer: based on different simulation application frameworks, different applications can be developed at a simulation application layer to perform different researches, such as anti-ship missile efficacy evaluation simulation, ship weapon striking mode simulation, ship tactical simulation and the like in the embodiment of the invention.
In some embodiments, referring to the schematic internal workflow of the agents shown in fig. 9, the simulated warfare of the embodiment of the present invention is composed of a plurality of entities (warships) and interactions between them, each entity is regarded as an agent, the internal structure of each agent is shown in fig. 9, and the method based on multi-agent modeling is adopted to analyze and model each basic element in the ocean surface warfare system and interactions between them, so as to obtain a corresponding entity physical model, entity behavior model and information interaction model, and develop the ocean surface warfare simulation platform based on the platform simulation system architecture.
Based on the above embodiments, the present invention has at least the following advantages: the reality of the simulation of the water surface combat group is improved through the naval vessel formation matrix design, naval vessel track setting, attack target distribution and combat decision rule base, and the expansibility and the universality of the water surface combat group simulation in different scenes are improved through the configuration of different entity physics, entity behaviors and equipment to complete the information interaction and the strike simulation of different naval vessels.
Fig. 10 is a diagram of a water surface combat group combat simulation analysis device according to an embodiment of the present invention. The device comprises a patrol module 1010, an entity behavior module 1020, an information interaction module 1030, a command decision module 1040 and a performance evaluation module 1050.
The patrol module is used for enabling the simulated warship to patrol in the target sea area according to the preset track; the entity behavior module is used for acquiring entity physics and entity behaviors of the simulated warfare when the distance between the simulated warfare and the hit object is detected to meet the engagement distance, wherein the entity physics is used for representing three-dimensional environment and equipment, and the entity behaviors are used for representing environment behaviors and equipment behaviors; the information interaction module is used for determining information interaction of the simulated warships according to physical entity and physical behaviors, and the information interaction is used for representing striking interaction of equipment; the command decision module is used for determining a command decision of the simulated warship team according to entity physics, entity behaviors and information interaction, wherein the command decision comprises at least one of an information accumulation process, strong and weak situation awareness judgment and tactical rules; the efficiency evaluation module is used for collecting simulation data generated by the simulation warfare during the fight and evaluating the fight efficiency of the fight group according to the simulation data.
The embodiment device can realize any water surface combat group combat fight simulation method under the cooperation of a patrol module, an entity behavior module, an information interaction module, a command decision module and a performance evaluation module in the device, namely, the simulated warfare patrol is carried out according to a preset track in a target sea area; when the distance between the simulated warship team and the hit object is detected to meet the battle distance, acquiring entity physics and entity behaviors of the simulated warship team, wherein the entity physics is used for representing three-dimensional environments and equipment, and the entity behaviors are used for representing the environmental behaviors and equipment behaviors; determining information interaction of the simulated warships according to physical entity and physical behaviors, wherein the information interaction is used for representing striking interaction of equipment; determining command decisions of the simulated warships according to physical entity, physical behaviors and information interaction, wherein the command decisions comprise at least one of an information accumulation process, strong and weak situation perception judgment and tactical rules; and acquiring simulation data generated by the simulated warfare during the fight, and evaluating the fight efficiency of the fight group according to the simulation data. The beneficial effects of the invention are as follows: the reality of the simulation of the water surface combat group is improved, the information interaction and the striking simulation of different ships are completed by configuring different physical entities, physical behaviors and equipment, and the expansibility and the universality of the simulation of the water surface combat group in different scenes are improved.
The embodiment of the invention also provides electronic equipment, which comprises a processor and a memory;
the memory stores a program;
the processor executes a program to execute the water surface combat group combat simulation method; the electronic equipment has the function of carrying and running the software system for the water surface combat group combat simulation, such as a computer (PC), a mobile terminal, an intelligent device and the like.
The embodiment of the invention also provides a computer readable storage medium storing a program which is executed by a processor to implement the water surface combat group combat simulation method as described above.
In some alternative embodiments, the functions/acts noted in the block diagrams may occur out of the order noted in the operational illustrations. For example, two blocks shown in succession may in fact be executed substantially concurrently or the blocks may sometimes be executed in the reverse order, depending upon the functionality/acts involved. Furthermore, the embodiments presented and described in the flowcharts of the present invention are provided by way of example in order to provide a more thorough understanding of the technology. The disclosed methods are not limited to the operations and logic flows presented by embodiments of the invention. Alternative embodiments are contemplated in which the order of various operations is changed, and in which sub-operations described as part of a larger operation are performed independently.
Embodiments of the present invention also disclose a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device may read the computer instructions from the computer-readable storage medium, and execute the computer instructions to cause the computer device to perform the aforementioned water combat crowd combat simulation method.
Furthermore, while the invention is described in the context of functional modules, it should be appreciated that, unless otherwise indicated, one or more of the described functions and/or features may be integrated in a single physical device and/or software module or one or more functions and/or features may be implemented in separate physical devices or software modules. It will also be appreciated that a detailed discussion of the actual implementation of each module is not necessary to an understanding of the present invention. Rather, the actual implementation of the various functional modules in the apparatus disclosed in the embodiments of the present invention will be understood within the ordinary skill of the engineer in view of their attributes, functions and internal relationships. Accordingly, one of ordinary skill in the art can implement the invention as set forth in the claims without undue experimentation. It is also to be understood that the specific concepts disclosed are merely illustrative and are not intended to be limiting upon the scope of the invention, which is to be defined in the appended claims and their full scope of equivalents.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Logic and/or steps represented in the flowcharts or otherwise described herein, e.g., a ordered listing of executable instructions for implementing logical functions, can be embodied in any computer-readable medium for use by or in connection with an instruction execution system, apparatus, or device, such as a computer-based system, processor-containing system, or other system that can fetch the instructions from the instruction execution system, apparatus, or device and execute the instructions. For the purposes of this description, a "computer-readable medium" can be any means that can contain, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device.
More specific examples (a non-exhaustive list) of the computer-readable medium would include the following: an electrical connection (electronic device) having one or more wires, a portable computer diskette (magnetic device), a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber device, and a portable compact disc read-only memory (CDROM). In addition, the computer readable medium may even be paper or other suitable medium on which the program is printed, as the program may be electronically captured, via, for instance, optical scanning of the paper or other medium, then compiled, interpreted or otherwise processed in a suitable manner, if necessary, and then stored in a computer memory.
It is to be understood that portions of the present invention may be implemented in hardware, software, firmware, or a combination thereof. In the above-described embodiments, the various steps or methods may be implemented in software or firmware stored in a memory and executed by a suitable instruction execution system. For example, if implemented in hardware, as in another embodiment, may be implemented using any one or combination of the following techniques, as is well known in the art: discrete logic circuits having logic gates for implementing logic functions on data signals, application specific integrated circuits having suitable combinational logic gates, programmable Gate Arrays (PGAs), field Programmable Gate Arrays (FPGAs), and the like.
In the description of the present specification, a description referring to terms "one embodiment," "some embodiments," "examples," "specific examples," or "some examples," etc., means that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the present invention. In this specification, schematic representations of the above terms do not necessarily refer to the same embodiments or examples. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
While embodiments of the present invention have been shown and described, it will be understood by those of ordinary skill in the art that: many changes, modifications, substitutions and variations may be made to the embodiments without departing from the spirit and principles of the invention, the scope of which is defined by the claims and their equivalents.
While the preferred embodiment of the present invention has been described in detail, the present invention is not limited to the embodiments described above, and various equivalent modifications and substitutions can be made by those skilled in the art without departing from the spirit of the present invention, and these equivalent modifications and substitutions are intended to be included in the scope of the present invention as defined in the appended claims.

Claims (9)

1. A method for simulating a water surface combat crowd combat, comprising:
patrol is carried out on the simulated warship team in the target sea area according to a preset track;
when the distance between the simulated warfare and the hit object is detected to meet the battle distance, acquiring entity physics and entity behaviors of the simulated warfare, wherein the entity physics is used for representing three-dimensional environments and equipment, and the entity behaviors are used for representing the environmental behaviors and equipment behaviors;
determining information interaction of the simulated warship team according to the entity physics and the entity behaviors, wherein the information interaction is used for representing striking interaction of the equipment;
determining a command decision of the simulated warfare according to the entity physics, the entity behaviors and the information interaction, wherein the command decision comprises at least one of an information accumulation process, strong and weak situation awareness judgment and tactical rules;
collecting simulation data generated by the simulation warfare during fight, and evaluating the fight group fight efficiency according to the simulation data;
the patrol of the simulated warship team in the target sea area according to the preset track comprises the following steps: the simulated warships are sailed by adopting a Z-shaped track, wherein the Z-shaped track comprises straight line sailing and round corner steering;
The track equation of the straight line navigation is
if t∈[0,t 1 ],
The track equation of the round angle steering is
if t∈[t 1 ,t 1 +t 2 ),
Wherein t is the navigation time, t 1 Is straight line sailing time, t 2 For the round angle steering navigation time, alpha is the initial course deflection angle, beta is the course deflection angle, v is the whole course navigation speed, x and x 0 Respectively is x On-axis coordinates and initiation x Axis coordinates, y and y 0 The coordinate on the y axis and the initial y axis coordinate are respectively, and R is the radius of the fillet steering; the simulated warheads comprise a plurality of simulated warships, and each simulated warship is simulated in an intelligent body mode.
2. The water warfare crowd combat simulation method of claim 1, wherein the entity actions further include processing target allocation actions for each ship in the simulated fleet, comprising:
constructing a matrix capable of being hit according to the maximum hitting distance of the equipment and the distance between the equipment and a hitting target, wherein the formula of the matrix capable of being hit is as follows
Wherein reactable is the beatable matrix, attackRange (E i ) For the maximum striking distance E i For the equipment, T j For the striking target, distance (E i ,T j ) For the distance of the equipment from the striking target, 1 means striking the striking target, and 0 means not striking the striking target;
Determining a striking efficiency matrix of the striking target according to the ammunition type of the equipment and the distance from the striking target, wherein the formula of the striking efficiency matrix is as follows
Wherein, for Value, the striking efficiency matrix, w 1 Weight coefficient for target distance factor, w 2 As the weight coefficient of the target value factor, maxDistInit is the maximum distance between the equipment and the hit target in the initial state, targetValue is the inherent value of the hit target, shootate is the hit probability of the equipment to the hit target, damage is the damage value of single ammunition of the equipment to the hit target, and health is the endurance value of the hit target;
according to the striking matrix and the striking efficiency matrix, carrying out distribution of the striking targets by adopting a greedy strategy to obtain a striking sequence matrix, wherein each matrix element in the striking sequence matrix is used for representing the priority of implementing striking combination;
and carrying out custom setting on the physical physics and the physical behavior of the simulated warship team according to simulation.
3. The water warfare crowd combat simulation method of claim 1, wherein the information accumulation process includes an information accumulation of a single piece of equipment and an information accumulation of all of the equipment of the simulated fleet;
The information accumulation of the individual equipment includes the information acquisition amount I k Information acquisition efficiency i k Wherein the information acquisition amount formula is
I k =∫ t i k dt,I k ∈[0,1],
Wherein the formula of the information acquisition efficiency is as follows
Wherein radarToMe k To detect the radar number of the hit object, the radar is closed k For the closest distance of the equipment to the equipment striking the target, λ is the efficiency coefficient, t is the voyage time, and k is the individual equipment;
information accumulation I for all of the equipment all The formula of (2) is
Where n is the number of all of the equipment of the simulated fleet.
4. The water surface warfare crowd combat simulation method of claim 3, wherein the situational awareness determination comprises:
according to the information accumulation of all the equipment, determining the maneuvering capability mobComp (t), reconnaissance capability scoComp (t) and attack and defense capability odfComp (t) of the simulated warhead and the hit object;
and determining the situation awareness judgment capComp (t) of the strength of the simulated fleet and the hit object according to the maneuverability, the reconnaissance capacity and the attack and defense capacity.
5. The water warfare crowd combat simulation method of claim 4, wherein the tactical rules include:
Constructing a triple capComp (t) = < mobComp (t), scoComp (t), odfComp (t) >, of the maneuverability, the reconnaissance capability and the attack and defense capability according to the strength of the simulated warhead and the hit object;
and sending array and tactical formulation instructions to all the equipment according to a rule base according to the value of the CapComp (t) for judging the strong and weak situation awareness, wherein the rule base is used for storing tactical formulation of the simulated warhead and the hit object in different strong and weak situation awareness judgment.
6. The method of simulating water surface warfare in accordance with claim 4, wherein said collecting simulated data generated by said simulated fleet of warfare and evaluating warfare effectiveness based on said simulated data comprises:
determining the maneuverability of the simulated fleet according to the minimum value of the navigational speed of the equipment, the formula is that
maneuver fleet =min{maneuver 1 ,...,maneuver n };
Wherein, maneuver fleet Representing the mobility of the simulated fleet i Representing the mobility of the i-th piece of equipment;
determining the scout capacity of the simulated fleet based on a maximum scout area and a maximum scout quality of the rig, the scout capacity determined by a weighted sum of the maximum scout area and the maximum scout quality
Wherein, reconnaissance fleet Representing the simulated shipThe scout capability, w, of a team 3 、w 4 Weight coefficients respectively representing the maximum scout area and the maximum scout quality in the scout capability calculation of the simulated fleet, searchRange ij Scout range, searchAccu, co-formed for own ith equipment and own jth equipment i For the reconnaissance precision of the equipment in the ith piece, the calculation formula of the reconnaissance range is as follows
searchRange ij =distance(e i ,e j )+range i +range j
Wherein distance (e i ,e j ) Representing the linear distance between the equipment of the ith piece and the equipment of the jth piece, range i And range j Respectively representing the reconnaissance radius of the ith equipment and the jth equipment, wherein the reconnaissance range of a single equipment is a standard circle, and the reconnaissance ranges of two or more equipment are overlapped by the reconnaissance ranges of all the equipment;
determining attack capability according to hit rate, damage, range and maximum bomb capacity of the equipment, determining defending capability according to durability of the equipment and maximum bomb capacity of an air defense missile, determining the attack and defending capability of the simulated warship according to the sum of attack capability and defending capability of all the equipment, wherein a calculation formula of the attack and defending capability is as follows
offAndDef fleet =sum{offAndDef 1 ,...,offAndDef n }。
7. A water surface combat crowd combat simulator, comprising:
The patrol module is used for enabling the simulated warship to patrol in the target sea area according to the preset track;
the entity behavior module is used for acquiring entity physics and entity behaviors of the simulated warfare when the distance between the simulated warfare and the hit object is detected to meet the engagement distance, wherein the entity physics is used for representing three-dimensional environment and equipment, and the entity behaviors are used for representing environment behaviors and equipment behaviors;
the information interaction module is used for determining information interaction of the simulated warships according to the entity physics and the entity behaviors, and the information interaction is used for representing striking interaction of the equipment;
the command decision module is used for determining a command decision of the simulated warship according to the physical entity, the physical entity behaviors and the information interaction, wherein the command decision comprises at least one of an information accumulation process, a strong and weak situation awareness judgment and a tactical rule;
the effectiveness evaluation module is used for collecting simulation data generated by the simulation warhead during fight and evaluating the effectiveness of fight group fight according to the simulation data;
the patrol module is further configured to: the simulated warships are sailed by adopting a Z-shaped track, wherein the Z-shaped track comprises straight line sailing and round corner steering;
The track equation of the straight line navigation is
if t∈[0,t 1 ],
The track equation of the round angle steering is
if t∈[t 1 ,t 1 +t 2 ),
Wherein t is the navigation time, t 1 Is straight line sailing time, t 2 For the fillet steering navigation time, alpha is the initial course deflection angle, beta is the course deflection angle, v is the whole course navigation speed, x and x 0 Respectively, the coordinates on the x-axis and the initial x-axis coordinates, y and y 0 The coordinate on the y axis and the initial y axis coordinate are respectively, and R is the radius of the fillet steering; the simulated warheads comprise a plurality of simulated warships, and each simulated warship is simulated in an intelligent body mode.
8. An electronic device comprising a processor and a memory;
the memory is used for storing programs;
the processor executing the program implements the water surface combat crowd combat simulation method of any of claims 1-6.
9. A computer-readable storage medium storing a program that is executed by a processor to implement the water surface combat group combat simulation method of any of claims 1 to 6.
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